My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Great!

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Royal Giant Wizard Inferno Dragon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Mini P.E.K.K.A

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Royal Giant Mini P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Mini P.E.K.K.A

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Royal Giant Guards Inferno Dragon
Giant Snowball
Bats Guards Inferno Dragon
Zap
Bats Royal Giant Guards Inferno Dragon
Barbarian Barrel
Knight Wizard Guards
The Log
Royal Giant Mini P.E.K.K.A Guards
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Knight Mini P.E.K.K.A Wizard Guards Inferno Dragon
Fireball
Wizard Inferno Dragon
Poison
Bats Wizard Guards
Lightning
Knight Mini P.E.K.K.A Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Knight Mini P.E.K.K.A Guards Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Arrows Knight Guards Mini P.E.K.K.A Inferno Dragon Wizard Royal Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Bats Arrows Knight Guards

Attack Synergies 3 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Knight Royal Giant Mini P.E.K.K.A Inferno Dragon
Arrows
Royal Giant Knight Mini P.E.K.K.A
Knight
Bats Arrows Wizard
Royal Giant
Bats Arrows Wizard Guards
Mini P.E.K.K.A
Bats Arrows Wizard
Wizard
Knight Royal Giant Mini P.E.K.K.A
Guards
Royal Giant
Inferno Dragon
Bats

Defense Synergies 1 9

Bats
Knight Mini P.E.K.K.A Inferno Dragon
Arrows
Knight Mini P.E.K.K.A
Knight
Bats Arrows Mini P.E.K.K.A Wizard
Royal Giant
Mini P.E.K.K.A
Bats Arrows Knight Wizard Guards
Wizard
Knight Mini P.E.K.K.A Guards
Guards
Mini P.E.K.K.A Wizard
Inferno Dragon
Bats

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Wizard
Mini P.E.K.K.A Inferno Dragon Bats Knight
Mini P.E.K.K.A Bats Knight Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Bats Knight Guards
Arrows Mini P.E.K.K.A
Arrows Bats Guards
Bats Inferno Dragon Arrows Wizard
Arrows
Mini P.E.K.K.A Inferno Dragon
Knight Guards Mini P.E.K.K.A
Bats Guards Arrows Knight Wizard
Arrows Inferno Dragon Bats Wizard
Mini P.E.K.K.A Bats Knight Wizard Guards
Wizard Bats Arrows Mini P.E.K.K.A Guards
Mini P.E.K.K.A Inferno Dragon Knight
Mini P.E.K.K.A Inferno Dragon
Wizard Bats Arrows Knight Mini P.E.K.K.A
Arrows Bats Knight Wizard Guards
Arrows Wizard Bats Knight Guards Inferno Dragon
Mini P.E.K.K.A Inferno Dragon
Wizard Bats Arrows Knight Mini P.E.K.K.A Guards

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Mini P.E.K.K.A Guards
Arrows Knight Mini P.E.K.K.A Wizard Inferno Dragon
Guards Bats Knight Mini P.E.K.K.A
Mini P.E.K.K.A Guards Bats Knight
Knight Mini P.E.K.K.A Guards Inferno Dragon
Arrows Wizard Bats
Mini P.E.K.K.A Guards Bats Knight
Mini P.E.K.K.A Knight Inferno Dragon
Bats Knight Mini P.E.K.K.A Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Bats Knight Mini P.E.K.K.A Guards
Arrows Guards
Mini P.E.K.K.A Knight Wizard Guards
Wizard
Guards Bats Knight Mini P.E.K.K.A Inferno Dragon
Bats Arrows Mini P.E.K.K.A Wizard Inferno Dragon
Arrows

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Knight Guards
Arrows
Arrows
Arrows Knight Guards
Wizard Arrows
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Mini P.E.K.K.A Guards
Arrows Knight Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Wizard Guards
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Bats Guards
Arrows Wizard
Arrows
Knight Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Bats Guards
Bats
Inferno Dragon
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: